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// Copyright 2019 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "ComputeProgram.hpp"
#include "Constants.hpp"
#include "System/Debug.hpp"
#include "Vulkan/VkDevice.hpp"
#include "Vulkan/VkPipelineLayout.hpp"
#include "marl/defer.h"
#include "marl/trace.h"
#include "marl/waitgroup.h"
#include <queue>
namespace sw {
ComputeProgram::ComputeProgram(vk::Device *device, std::shared_ptr<SpirvShader> shader, const vk::PipelineLayout *pipelineLayout, const vk::DescriptorSet::Bindings &descriptorSets)
: device(device)
, shader(shader)
, pipelineLayout(pipelineLayout)
, descriptorSets(descriptorSets)
{
}
ComputeProgram::~ComputeProgram()
{
}
void ComputeProgram::generate()
{
MARL_SCOPED_EVENT("ComputeProgram::generate");
SpirvRoutine routine(pipelineLayout);
shader->emitProlog(&routine);
emit(&routine);
shader->emitEpilog(&routine);
shader->clearPhis(&routine);
}
void ComputeProgram::setWorkgroupBuiltins(Pointer<Byte> data, SpirvRoutine *routine, Int workgroupID[3])
{
// TODO(b/146486064): Consider only assigning these to the SpirvRoutine iff they are ever going to be read.
routine->numWorkgroups = *Pointer<Int4>(data + OFFSET(Data, numWorkgroups));
routine->workgroupID = Insert(Insert(Insert(Int4(0), workgroupID[0], 0), workgroupID[1], 1), workgroupID[2], 2);
routine->workgroupSize = *Pointer<Int4>(data + OFFSET(Data, workgroupSize));
routine->subgroupsPerWorkgroup = *Pointer<Int>(data + OFFSET(Data, subgroupsPerWorkgroup));
routine->invocationsPerSubgroup = *Pointer<Int>(data + OFFSET(Data, invocationsPerSubgroup));
routine->setInputBuiltin(shader.get(), spv::BuiltInNumWorkgroups, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(routine->numWorkgroups.x));
value[builtin.FirstComponent + 1] = As<SIMD::Float>(SIMD::Int(routine->numWorkgroups.y));
value[builtin.FirstComponent + 2] = As<SIMD::Float>(SIMD::Int(routine->numWorkgroups.z));
});
routine->setInputBuiltin(shader.get(), spv::BuiltInWorkgroupId, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(workgroupID[0]));
value[builtin.FirstComponent + 1] = As<SIMD::Float>(SIMD::Int(workgroupID[1]));
value[builtin.FirstComponent + 2] = As<SIMD::Float>(SIMD::Int(workgroupID[2]));
});
routine->setInputBuiltin(shader.get(), spv::BuiltInWorkgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(routine->workgroupSize.x));
value[builtin.FirstComponent + 1] = As<SIMD::Float>(SIMD::Int(routine->workgroupSize.y));
value[builtin.FirstComponent + 2] = As<SIMD::Float>(SIMD::Int(routine->workgroupSize.z));
});
routine->setInputBuiltin(shader.get(), spv::BuiltInNumSubgroups, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->subgroupsPerWorkgroup));
});
routine->setInputBuiltin(shader.get(), spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->invocationsPerSubgroup));
});
routine->setImmutableInputBuiltins(shader.get());
}
void ComputeProgram::setSubgroupBuiltins(Pointer<Byte> data, SpirvRoutine *routine, Int workgroupID[3], SIMD::Int localInvocationIndex, Int subgroupIndex)
{
Int4 numWorkgroups = *Pointer<Int4>(data + OFFSET(Data, numWorkgroups));
Int4 workgroupSize = *Pointer<Int4>(data + OFFSET(Data, workgroupSize));
Int workgroupSizeX = workgroupSize.x;
Int workgroupSizeY = workgroupSize.y;
SIMD::Int localInvocationID[3];
{
SIMD::Int idx = localInvocationIndex;
localInvocationID[2] = idx / SIMD::Int(workgroupSizeX * workgroupSizeY);
idx -= localInvocationID[2] * SIMD::Int(workgroupSizeX * workgroupSizeY); // modulo
localInvocationID[1] = idx / SIMD::Int(workgroupSizeX);
idx -= localInvocationID[1] * SIMD::Int(workgroupSizeX); // modulo
localInvocationID[0] = idx;
}
Int4 wgID = Insert(Insert(Insert(Int4(0), workgroupID[0], 0), workgroupID[1], 1), workgroupID[2], 2);
auto localBase = workgroupSize * wgID;
SIMD::Int globalInvocationID[3];
globalInvocationID[0] = SIMD::Int(Extract(localBase, 0)) + localInvocationID[0];
globalInvocationID[1] = SIMD::Int(Extract(localBase, 1)) + localInvocationID[1];
globalInvocationID[2] = SIMD::Int(Extract(localBase, 2)) + localInvocationID[2];
routine->localInvocationIndex = localInvocationIndex;
routine->subgroupIndex = subgroupIndex;
routine->localInvocationID[0] = localInvocationID[0];
routine->localInvocationID[1] = localInvocationID[1];
routine->localInvocationID[2] = localInvocationID[2];
routine->globalInvocationID[0] = globalInvocationID[0];
routine->globalInvocationID[1] = globalInvocationID[1];
routine->globalInvocationID[2] = globalInvocationID[2];
routine->setInputBuiltin(shader.get(), spv::BuiltInLocalInvocationIndex, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
ASSERT(builtin.SizeInComponents == 1);
value[builtin.FirstComponent] = As<SIMD::Float>(localInvocationIndex);
});
routine->setInputBuiltin(shader.get(), spv::BuiltInSubgroupId, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
ASSERT(builtin.SizeInComponents == 1);
value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(subgroupIndex));
});
routine->setInputBuiltin(shader.get(), spv::BuiltInLocalInvocationId, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
for(uint32_t component = 0; component < builtin.SizeInComponents; component++)
{
value[builtin.FirstComponent + component] =
As<SIMD::Float>(localInvocationID[component]);
}
});
routine->setInputBuiltin(shader.get(), spv::BuiltInGlobalInvocationId, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) {
for(uint32_t component = 0; component < builtin.SizeInComponents; component++)
{
value[builtin.FirstComponent + component] =
As<SIMD::Float>(globalInvocationID[component]);
}
});
}
void ComputeProgram::emit(SpirvRoutine *routine)
{
Pointer<Byte> device = Arg<0>();
Pointer<Byte> data = Arg<1>();
Int workgroupX = Arg<2>();
Int workgroupY = Arg<3>();
Int workgroupZ = Arg<4>();
Pointer<Byte> workgroupMemory = Arg<5>();
Int firstSubgroup = Arg<6>();
Int subgroupCount = Arg<7>();
routine->device = device;
routine->descriptorSets = data + OFFSET(Data, descriptorSets);
routine->descriptorDynamicOffsets = data + OFFSET(Data, descriptorDynamicOffsets);
routine->pushConstants = data + OFFSET(Data, pushConstants);
routine->constants = device + OFFSET(vk::Device, constants);
routine->workgroupMemory = workgroupMemory;
Int invocationsPerWorkgroup = *Pointer<Int>(data + OFFSET(Data, invocationsPerWorkgroup));
Int workgroupID[3] = { workgroupX, workgroupY, workgroupZ };
setWorkgroupBuiltins(data, routine, workgroupID);
For(Int i = 0, i < subgroupCount, i++)
{
auto subgroupIndex = firstSubgroup + i;
// TODO: Replace SIMD::Int(0, 1, 2, 3) with SIMD-width equivalent
auto localInvocationIndex = SIMD::Int(subgroupIndex * SIMD::Width) + SIMD::Int(0, 1, 2, 3);
// Disable lanes where (invocationIDs >= invocationsPerWorkgroup)
auto activeLaneMask = CmpLT(localInvocationIndex, SIMD::Int(invocationsPerWorkgroup));
setSubgroupBuiltins(data, routine, workgroupID, localInvocationIndex, subgroupIndex);
shader->emit(routine, activeLaneMask, activeLaneMask, descriptorSets);
}
}
void ComputeProgram::run(
const vk::DescriptorSet::Array &descriptorSetObjects,
const vk::DescriptorSet::Bindings &descriptorSets,
const vk::DescriptorSet::DynamicOffsets &descriptorDynamicOffsets,
const vk::Pipeline::PushConstantStorage &pushConstants,
uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ,
uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ)
{
uint32_t workgroupSizeX = shader->getWorkgroupSizeX();
uint32_t workgroupSizeY = shader->getWorkgroupSizeY();
uint32_t workgroupSizeZ = shader->getWorkgroupSizeZ();
auto invocationsPerSubgroup = SIMD::Width;
auto invocationsPerWorkgroup = workgroupSizeX * workgroupSizeY * workgroupSizeZ;
auto subgroupsPerWorkgroup = (invocationsPerWorkgroup + invocationsPerSubgroup - 1) / invocationsPerSubgroup;
Data data;
data.descriptorSets = descriptorSets;
data.descriptorDynamicOffsets = descriptorDynamicOffsets;
data.numWorkgroups[0] = groupCountX;
data.numWorkgroups[1] = groupCountY;
data.numWorkgroups[2] = groupCountZ;
data.workgroupSize[0] = workgroupSizeX;
data.workgroupSize[1] = workgroupSizeY;
data.workgroupSize[2] = workgroupSizeZ;
data.invocationsPerSubgroup = invocationsPerSubgroup;
data.invocationsPerWorkgroup = invocationsPerWorkgroup;
data.subgroupsPerWorkgroup = subgroupsPerWorkgroup;
data.pushConstants = pushConstants;
marl::WaitGroup wg;
const uint32_t batchCount = 16;
auto groupCount = groupCountX * groupCountY * groupCountZ;
for(uint32_t batchID = 0; batchID < batchCount && batchID < groupCount; batchID++)
{
wg.add(1);
marl::schedule([=, &data] {
defer(wg.done());
std::vector<uint8_t> workgroupMemory(shader->workgroupMemory.size());
for(uint32_t groupIndex = batchID; groupIndex < groupCount; groupIndex += batchCount)
{
auto modulo = groupIndex;
auto groupOffsetZ = modulo / (groupCountX * groupCountY);
modulo -= groupOffsetZ * (groupCountX * groupCountY);
auto groupOffsetY = modulo / groupCountX;
modulo -= groupOffsetY * groupCountX;
auto groupOffsetX = modulo;
auto groupZ = baseGroupZ + groupOffsetZ;
auto groupY = baseGroupY + groupOffsetY;
auto groupX = baseGroupX + groupOffsetX;
MARL_SCOPED_EVENT("groupX: %d, groupY: %d, groupZ: %d", groupX, groupY, groupZ);
using Coroutine = std::unique_ptr<rr::Stream<SpirvShader::YieldResult>>;
std::queue<Coroutine> coroutines;
if(shader->getAnalysis().ContainsControlBarriers)
{
// Make a function call per subgroup so each subgroup
// can yield, bringing all subgroups to the barrier
// together.
for(uint32_t subgroupIndex = 0; subgroupIndex < subgroupsPerWorkgroup; subgroupIndex++)
{
auto coroutine = (*this)(device, &data, groupX, groupY, groupZ, workgroupMemory.data(), subgroupIndex, 1);
coroutines.push(std::move(coroutine));
}
}
else
{
auto coroutine = (*this)(device, &data, groupX, groupY, groupZ, workgroupMemory.data(), 0, subgroupsPerWorkgroup);
coroutines.push(std::move(coroutine));
}
while(coroutines.size() > 0)
{
auto coroutine = std::move(coroutines.front());
coroutines.pop();
SpirvShader::YieldResult result;
if(coroutine->await(result))
{
// TODO: Consider result (when the enum is more than 1 entry).
coroutines.push(std::move(coroutine));
}
}
}
});
}
wg.wait();
if(shader->containsImageWrite())
{
vk::DescriptorSet::ContentsChanged(descriptorSetObjects, pipelineLayout, device);
}
}
} // namespace sw